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Thread: What units need balance changes?

  1. #21

    Default Re: What units need balance changes?

    Quote Originally Posted by Crazy_Jonny View Post
    I think the supply for a void ray needs to be raised to 4, since they're such heavy hitters and can be massed so easily.
    Wait they're 3 supply??? WTF! Making them 4 supply would instantly make me happy.
    Last edited by Wankey; 08-12-2010 at 05:37 PM.

  2. #22

    Default Re: What units need balance changes?

    Ok, i'll post exclusively about Toss, because that's what i play:

    Zealot: It's fairly ok. It's very good with Charge. Without it, i think it's a bit too much on the slow side, as it can be kited forever easily by almost any ranged unit in the game, and that's a lot of units.

    Immortal: needs to be more resistant to damage. Attack should be nerfed to compensate. As it's now, it doesn't helps to soak damage, as it just cannot do it for long. I cannot care less about it's attack, there are other units that can pack a punch, but none of them can really take damage. This unit should be shining agains Terran going Siege Tanks, but it's fairly useless, because shields get eaten in no time by almost all other units, and then it dies without really doing anything.

    Void Ray: the most useless unit when it's uncharged (and that's like 10 seconds in a game where every second counts). When charged, it's really powerful, so much that it costs a ton of resources, and it's very slow without the upgrade, really short-ranged, and the charge time must take so long.
    As it's now it's almost a base breaker. You get there, the counter-attack takes enough time to get there, they charge, then eat everything in their path. If the counter-attack arrives quickly, they're utterly destroyed, unless you built a lot of those things. Cheese as hell.
    It doesn't needs to be so extreme. It could have a decent attack vs Armored uncharged, and a good one charged, and take less time to charge, while sucking vs Light the whole time. At least then you would be able to use it in a real battle, without them been killed before they even get a charge.
    Another option, would be to make a reverse-Void Ray. One that has a powerful attack, that then lowers, and must stop attacking for a cooldown period to regain the powerful attack, so it would be a hit-and-run unit that requires micro to use effectively, instead of been one that you fear to move much, and lose it's charge, because it's then useless.

    Archon: it's useless. Dies in no time. But i don't use HTs much, as Robotics or Air looks much more tempting to go.

    Mothership: too slow. Make it go faster, and we can talk. Also, it cannot really cast much to be a unit limited to 1. Seriously, i could build 2 Arbiters to use in two different fronts, cast more, and have a spare if one of them died. The good side of the Mothership, is that at least it has more HP and the gas cost isn't much more than that of the Arbiter, but that's all. It dies very fast anyways, because Blizzard went too trigger-happy with some air units (Void Ray, Viking).
    Last edited by Norfindel; 08-12-2010 at 07:00 PM.

  3. #23

    Default Re: What units need balance changes?

    Quote Originally Posted by Twilice View Post

    And I also agree with thors, they are to powerfull against mutalisk. Terrans already got towers + marines which are quite good versus them. And thors original anti air are not usefull at all.
    I personally think it's too "specialized". Light airs = Banshees, Phoenixes, Raven, Mutalisks.
    of which you see the most are Banshees and Mutas, for thors to deal double dmg against them and suck against everything else

  4. #24
    sonata's Avatar Junior Member
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    Default Re: What units need balance changes?

    I don't necessarily think Thors need a nerf against muta, but I think that if the Thor isn't nerfed, then Turrets need a nerf. Otherwise Muta harass can be shut down too easily.

    Not many people use Infestors heavily, but I think they will become quite popular in some time. If this happens, I think infestors may require a nerf to their infested Terran spell. Maybe make it cost 30 energy?

    I also agree that Marauders are far too effective against all of the gateway units. Perhaps if Immortals were buffed, their effectiveness against Marauders would balance things out.

    I am not sure the Voidray is imba. But I do have to admit, I get really pissed losing to voidrays for some reason. So, emotionally I hate them, but when I think about it objectively, I don't see much need for manipulating the Voidray. Voidrays are costly, and very vulnerable in small numbers. If you let your opponent mass a bunch of Voidrays, that is your fault.

  5. #25

    Default Re: What units need balance changes?

    I don't think that individual units themselves need to be tweaked out as much as certain builds vs certain races need to be evaluated and worked without screwing over the other MU's.

    Zerg vs Terran: Mech play vs Zerg needs serious attention. I cannot play Terran for the life of me. I suck horribly as a Terran player. I was able to nearly slaughter my friend who is a plat. Zerg player. This is something that needs to be looked into


    Protoss vs Terran: Bio ball / ghost builds are something that needs a bit of attention. As it sits right now, marauders do a hell of a job ripping apart all protoss T1. Add ghosts to the mix, you have an army of marauders blowing holes through your very expensive wet paper bags. VRs, Colossus, and HTs are suitable counters for this, however, if ghosts are able to land the EMP, its lights out. Its nice knowing that all it takes is a bunch of cranked out dudes with machine guns to take out the most sophisticated alien T3 technology. Someone call Jeff Goldbloom and tell him that his virus idea is out, and crack and cocaine is in!

    But seriously

    But I am not an expert on stat for stat. I realize that my gameplay is not perfect and that we all have our weak points in this game. But if you ask me what feels overly strong right now, those two builds are it for me.
    Guess its not a good day to be a bad guy huh skank!?

  6. #26
    dustinbrowder's Avatar Banned
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    Default Re: What units need balance changes?

    I agree about the Archon. It dies very quickly, its almost melee range and does not do the amount of damage it did in SC1.

    Also ghosts totally negate Archons and considering they are a lot easier and faster to get than science vessel ever was it comes as no shock.

    Yeah they weren't used in SC1 against terran also, but that does not mean they should be useless again vs terran and whats even more concerning is that they also suck against zerg now.
    So they need some kind of boost, maybe more shields or higher armor and attack range.

  7. #27

    Default Re: What units need balance changes?

    Quote Originally Posted by 0mar View Post
    If void rays are beating your hydras/marines, you're doing it wrong. Even with the charge, marines/hydras will wreck void rays for cost. It's only 10 damage/tick (vs 5 damage/tick for uncharged).

    Sounds like something else is the problem, not void rays. Check your macro/micro first.
    You sound like a StarCraft I elitist.

    In SC II, there's this thing called "AMM" which matches you against people of approximately equal skill. If I can play fairly against every other unit type, I find it hard to believe that the problem, somehow, is my skill. I'm playing against other people with similar micro and macro skills. Try addressing the actual problem.
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  8. #28

    Default Re: What units need balance changes?

    Quote Originally Posted by Kimera757 View Post
    You sound like a StarCraft I elitist.

    In SC II, there's this thing called "AMM" which matches you against people of approximately equal skill. If I can play fairly against every other unit type, I find it hard to believe that the problem, somehow, is my skill. I'm playing against other people with similar micro and macro skills. Try addressing the actual problem.
    The Void Ray sucks vs Marines. It costs 250 minerals, which means that you can afford 5 Marines per Void Ray, and use the gas for something else. If you see Void Rays (scout often, scan if necessary), build Marines like crazy. Marines are weak vs Zealots, but with some Marauders to take the hits and slow them, Terran infantry is quite powerful vs Protoss. Stim would destroy Void Rays still faster.
    Note that most Protoss players will build Stargates far from the rest of their buildings, to avoid seeing them easily with one scan over the base.

  9. #29
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    Default Re: What units need balance changes?

    Quote Originally Posted by Kimera757 View Post
    You sound like a StarCraft I elitist.

    In SC II, there's this thing called "AMM" which matches you against people of approximately equal skill. If I can play fairly against every other unit type, I find it hard to believe that the problem, somehow, is my skill. I'm playing against other people with similar micro and macro skills. Try addressing the actual problem.
    The actual problem is your micro/macro/build order. If a silver/gold league player consistently loses to a 6 pool rush, the problem isn't the 6 pool, but something with the build order of that player. I'm not that great of a player, but I do know that if I lose to something, there were probably 7 different things I could have done differently to stay in the game.

    Secondly, the AMM doesn't mean every match you face will be balanced. There's a huge range of micro/macro skills at the lower levels. Some players know only how to macro, others micro, some others are really good at a single build order, etc etc. You have to look at the top level of play if you want to see balance (which I'm nowhere near, I just know my limitations).
    Last edited by 0mar; 08-13-2010 at 12:15 PM.

  10. #30

    Default Re: What units need balance changes?

    Quote Originally Posted by Kimera757 View Post
    You sound like a StarCraft I elitist.

    In SC II, there's this thing called "AMM" which matches you against people of approximately equal skill. If I can play fairly against every other unit type, I find it hard to believe that the problem, somehow, is my skill. I'm playing against other people with similar micro and macro skills. Try addressing the actual problem.
    Some people just struggle against certain builds. It doesn't mean a certain unit is OP, it just means you need to learn the proper counters.

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